Saxum/Shader/HelloWorld.fsh

24 lines
569 B
GLSL

#version 150
in vec3 vNormal;
in vec2 vTexCoord;
out vec4 oColor;
uniform sampler2D uTexture;
uniform vec3 lightSources[128];
uniform vec3 ambientIntensity;
uniform float ambientFactor;
uniform vec3 diffuseIntensity;
uniform float diffuseFactor;
void main()
{
vec3 ambientColor = ambientFactor * ambientIntensity;
vec3 diffuseColor = dot(normalize(vNormal),vec3(0,0,1))*diffuseFactor*diffuseIntensity;
vec3 finalColor = diffuseColor + ambientColor;
vec3 texture = texture(uTexture, vTexCoord).rgb;
oColor = vec4(finalColor*texture, 1.0 );
}